The Wanderer reading room

Game Reviews

Idle RPGs, MMOs, browser games and mobile RPGs, taken apart properly. Every review carries a score out of 10, what the game does well, what it does badly, and the kind of player it is actually for.

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Bills Must Be Paid

A stamina-gated piggy-bank smasher that turns an anxious premise — debt collectors, deadlines, a hand that gets tired — into one of the tightest, funniest short incrementals on Steam, even if the skill tree runs out of ideas well before the hammer does.

8 / 10

Reviewed

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Caves of Qud

Freehold Games' science-fantasy roguelike spent nine years in Steam Early Access before reaching 1.0 in December 2024, and what it built in that time is less a dungeon crawler than a character-building engine wrapped around a simulation that keeps generating outcomes nobody scripted. The reputation for impenetrability is earned. So is the one for depth.

8.8 / 10

Reviewed

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Chained Echoes

A 16-bit-style JRPG built almost entirely by one developer over seven years, whose real achievement isn't the pixel art but a heat-gauge combat system that replaces MP attrition with active turn-by-turn risk management.

8 / 10

Reviewed

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Dwarf Fortress

The 2022 Steam release wrapped two decades of the deepest simulation PC gaming has ever built in a mouse-driven interface and a proper tileset. The question worth asking in 2026 isn't whether the game is good — it's whether that wrapping actually solved the problem it was sold to solve.

8.5 / 10

Reviewed

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EVE Online

A single-shard spaceship MMO where losses are permanent, the economy is entirely player-built, and your character keeps training on a real-world clock whether you're logged in or not. Twenty-three years old, recently rebranded by its own studio, and still the sharpest argument in the genre for why risk has to be real to mean anything.

8 / 10

Reviewed

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Factory Town 2: Paradise

Erik Asmussen rebuilds his own factory-town formula from the ground up around a controllable avatar, a hungry volcano deity and a full ocean of islands — a sequel that risks alienating veterans of the original in its opening hours before proving, mechanic by mechanic, that almost every change was worth making.

8 / 10

Reviewed

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Genshin Impact

The free open world is good enough to carry a full-price game on its own — climbing, gliding and elemental combat form one of the best traversal systems in the genre. What you pay for is everything above the story campaign, and the review is really about where that line sits.

8 / 10

Reviewed

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Minecraft

Fifteen years past release, the hardest part of reviewing Minecraft isn't judging whether it's good — it's telling a new buyer which of its two incompatible engines to actually install, and being honest about what stopped changing while the block count kept climbing.

9 / 10

Reviewed

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Sephiria

A top-down action-roguelite from the studio behind Dungreed, built around a Tetris-style artifact inventory that turns loadout planning into its own puzzle game — dense, generous with content, and let down late by a damage-sponge final boss and a steep endgame DPS wall.

8 / 10

Reviewed

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Tower Wizard

A solo developer's follow-up to Magic Archery swaps archery for architecture, building an incremental around growing a single wizard's tower toward a definite, well-earned ending rather than an infinite number-go-up treadmill.

8 / 10

Reviewed

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V Rising

A survival-crafting game with action-RPG combat and a boss list instead of a tech tree, built around a PvP fantasy that most of its players quietly opt out of. Two years past 1.0, with the studio now calling it content-complete, it's worth being precise about which version of this game you're actually signing up for.

8 / 10

Reviewed

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WorldBox - God Simulator

A god-game sandbox where civilizations of humans, orcs, elves and dwarves grow, fight and collapse almost entirely on their own while you throw lightning, plagues and dragons at them. Nearly five years into Steam Early Access, it's still one of the most purely enjoyable toyboxes in PC gaming — as long as you never expected it to have an ending.

8 / 10

Reviewed

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Ascend to ZERO

Flyway Games turns a thirty-second countdown into a health bar, a currency and a weapon at once — a review of how far the time-freeze mechanic carries a roguelite built entirely around never letting the clock feel like punishment, and where cluttered onboarding and a softening difficulty curve hold it back.

8 / 10

Reviewed

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Beastro

Timberline Studio's cozy chef sim ties its farming-and-cooking loop directly into a trick-taking deckbuilder — a review of whether feeding your adventurers is a real tactical decision or just a chore standing between you and the next card fight.

8 / 10

Reviewed

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Die in the Dungeon

A dice-based deckbuilding roguelike that swaps Slay the Spire's card hand for a diamond grid of rollable dice, and mostly proves the swap was worth making — though a shorter campaign and some uneven early rewards keep it from the genre's very top tier.

8 / 10

Reviewed

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Necesse

A top-down sandbox RPG that spent six years in Early Access building the one system that actually separates it from the Terraria-likes around it — recruit settlers, hand them jobs, and your colony keeps working while you're off fighting something in a cave.

8 / 10

Reviewed

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